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GPURenderPipelineDescriptor

GPURenderPipeline is a render pipeline state object in WebGPU that encapsulates the configuration required to render primitives. It binds together shader stages, fixed-function state, and layout information the GPU uses during a render pass. A pipeline is created from a descriptor that specifies the vertex and fragment shader modules and their entry points, the vertex state describing vertex buffers and attributes, the primitive state (such as topology, culling, and front-face orientation), any depth-stencil state, multisampling, and the pipeline layout that governs resource bindings. The shaders are typically authored in WGSL and supplied as shader modules.

Once created, the pipeline is bound to a render pass via a render pass encoder by calling

In WebGPU, render pipelines are distinct from compute pipelines, which use a separate GPURenderPipeline-like object for

setPipeline.
The
pipeline
then
directs
how
vertex
data
is
transformed
through
the
vertex
stage,
how
fragments
are
produced
by
the
fragment
stage,
and
how
colors
are
blended
and
written
to
color
targets.
Because
pipeline
creation
can
be
expensive
and
the
object
is
immutable
after
creation,
applications
usually
reuse
pipelines
and
may
implement
caching
to
minimize
state
changes
and
compilation.
compute
workloads.
The
GPURenderPipeline
is
tied
to
the
capabilities
of
the
underlying
hardware
and
driver;
certain
features
or
formats
may
affect
its
creation.
Errors
during
creation
frequently
indicate
mismatches
between
shader
inputs
and
the
vertex
state,
or
unsupported
color
or
depth
formats
on
the
target
device.
The
API
emphasizes
explicit
configuration
to
ensure
predictable
rendering
behavior
across
platforms.